Temporarily fix always bright wieldhand with shaders enabled

master
kwolekr 2014-12-22 22:36:11 -05:00
parent 0483f91f30
commit 249749dd8c
1 changed files with 12 additions and 2 deletions

View File

@ -292,8 +292,12 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
material.setFlag(video::EMF_USE_MIP_MAPS, false); material.setFlag(video::EMF_USE_MIP_MAPS, false);
#endif #endif
if (m_enable_shaders)
#if 0
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
if (m_enable_shaders)
material.setTexture(2, tsrc->getTexture("disable_img.png")); material.setTexture(2, tsrc->getTexture("disable_img.png"));
#endif
} }
void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
@ -306,10 +310,13 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
const ContentFeatures &f = ndef->get(def.name); const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name); content_t id = ndef->getId(def.name);
#if 0
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
if (m_enable_shaders) { if (m_enable_shaders) {
u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL); u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material; m_material_type = shdrsrc->getShaderInfo(shader_id).material;
} }
#endif
// If wield_image is defined, it overrides everything else // If wield_image is defined, it overrides everything else
if (def.wield_image != "") { if (def.wield_image != "") {
@ -341,7 +348,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS)); translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
m_meshnode->setScale( m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale)); / (BS * f.visual_scale));
} }
for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) { for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
assert(i < 6); assert(i < 6);
@ -357,6 +364,8 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
material.setTexture(0, f.tiles[i].texture); material.setTexture(0, f.tiles[i].texture);
} }
material.MaterialType = m_material_type; material.MaterialType = m_material_type;
#if 0
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
if (m_enable_shaders) { if (m_enable_shaders) {
if (f.tiles[i].normal_texture) { if (f.tiles[i].normal_texture) {
if (animated) { if (animated) {
@ -370,6 +379,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
material.setTexture(2, tsrc->getTexture("disable_img.png")); material.setTexture(2, tsrc->getTexture("disable_img.png"));
} }
} }
#endif
} }
return; return;
} }